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One of the key events in the Time of Change was the vanishing of 51 out of 60 gods. This left large gaps of power when churches suddenly found themselves without magic or divine assistance. Several kingdoms were based on divine right to rule, and when the devine stopped supporting the leaders, civil wars errupted. This will describe the impact each of the deities' dissappearances had on the world. |
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ANADIL Goddess of Life and Fertility
The motherly goddess of the Halflings, Anadil (AN-a-dil) is a caring woman usually appearing with ornate brown robes and curly white hair. Given her domain over birth, nearly every family says a prayer to her at some point.
Clergy and Temples
Time Of Change
AVALON God of the Dead
Though most think of death as a tragedy, Avalon (AV-a-lon) is a reminder of the eternal peace that death brings. He usually appears as a graying Widdershin dressed in heavy granite colored robes with a deep hood.
Dogma
Clergy and Temples
Time Of Change
BINESIUS God of Tyranny
The tyrant god, Binesius (bin-E-shus) tolerates only obedience and loyalty. He is a god of rulership and power appearing as a Frost Giant in iron plate armor and fur-lined purple cloak. Atop his head he wears an iron crown set with five black diamonds. In depictions, his race is usually changed to match the locale.
Clergy and Temples
Time Of Change
CANLUTH God of Vengeance, Bastard King
Championing the causes of the outcasts, Canluth (kan-LOOTH) is a god dedicated to vengeance disguised as justice. His hatred is well directed usually, but woe to those who get in the way. Canluth often appears as a worg riding goblin wearing red and black leather armor and wielding a pike.
Clergy and Temples
Time Of Change
CHIHARE God of Magic
The god of wizardry and sorcery, Chihare (chee-HAR-ah) tends to pay more attention to ley lines and books then the ways of mortals. He tends to be arrogant but patient and appears as a classic wizard depiction. He is usually a musgraf in flowing blue robes, carrying a staff and wearing a pointed hat with six yellow stars.
Clergy and Temples
Time Of Change
CILINDA Goddess of Charity
The goddess of the poor, Cilinda (sih-LIN-dah) is the champion of the impoverished and the bane of money-grubbing tyrants. Appearing as an Aasimar in white armor wielding a gold mace, she is heroic and compassionate.
Clergy and Temples
Time Of Change
DAHJIHAI Goddess of Wastes
Goddess of the Sun Giants, Dahjihai (DAH-jee-HI) is a destroyer of civilization and master of the wastelands. She usually appears as a mummified sun giant wielding a petrified wooden falchion.
Clergy and Temples
Time Of Change
DEMOS God of Fertility and Passion
Often demonized by the conservative, Demos(DEE-moes) is the god of free love and passion. The main conflict comes up when one side of the free love cries rape. To Demos, love in the moment is more important than thinking those things through. He appears as a well groomed and masculine Satyr, often carrying a shortspear wrapped with a bit of bean stalk.
Clergy and Temples
Time Of Change
DESELA Goddess of Greed
The goddess of Kobolds and all those that like to horde money, Desela (DES-el-lah) exemplifies money-grubbing. Stingy and shrewd, Desela appears as a kobold dressed in finery with a jeweled short sword.
Clergy and Temples
Time Of Change
DIZGA God of Order
Dizga (DIZ-gah) is the god of law, structure, and order, requiring temperance and discipline by his followers. These are all aspects that he embodies himself. Dizga appears as a proud Dirmu in silver armor with a shield bearing his symbol.
Clergy and Temples
Time Of Change
EGROLIUS God of Wealth
The patron of shopkeepers and commerce is Egrolius (eg-RO-lee-us), god of wealth. Unlike Desela who hordes money, Egrolius sees the value in money being able to provide other luxuries. He usually appears as a gnome in silver silk clothes with gold jewelry.
Clergy and Temples
Time Of Change
ERIMETH God of Freaks
Born of hatred from being mocked and spit upon, Erimeth (ERR-i-meth) is a god of ugliness and freaks. He usually appears as an ugly and malformed humanoid of undetermined race and gender, with a pair of horns, one of which is broken, and carrying a bloody flail.
Clergy and Temples
Time Of Change
EXOLINDIUS God of Flame, Arson Lord
The darker side of fire, Exolindius (EX-oh-LIN-dee-us) is the burning god of destruction. He is an angry god who enjoys watching things and people burn. He appears as a fire giant in red dragon scale armor wielding a two-handed flamberge sheathed in flame.
Clergy and Temples
Time Of Change
FAIISBAR God of Desolation
Often made out to be evil by those not from the deserts, Faiisbar (FI-ihs-bar) is the embodiment of desolation. Desert folk understand that heat, sun, and suffering are simply part of life in the wastelands which care nothing about morality. Faiisbar typically appears as an Asherati nomad in sand-colored linens with a gold kukri.
Clergy and Temples
Time Of Change
FEMOLA Goddess of Peace
As the goddess of community, Femola (fe-MOH-la) is a gentle and forgiving goddess dedicated to healing and happiness. She typically appears as an Elf woman with olive green eyes, wearing pure white clothes and always smiling.
Clergy and Temples
Time Of Change
GIL Keeper of Souls
One of the most feared gods, Gil (gil) is the embodiment of undeath and eternal imprisonment of the soul. To those unfortunate enough to encounter him, Gil appears as a death giant in maroon robes laced with bones. A ring of keys made of bones jingles at his hip and he holds a scythe carved from the bones of some large creature.
Clergy and Temples
Time Of Change
GORHAL God of Deception
The god of lies and deception, Gorhal (gore-HALL) can only be trusted enough to make sure he comes out on top. His main form is that of an aged goblin dressed in prismatic robes, but as the god of illusions, he rarely shows up in the same form twice.
Clergy and Temples
Time Of Change
HAIJISA Goddess of the Sun
As the Goddess of the Sun, Haijisa (HI-jee-sah) has one of the most visible reminders of her presence. Many cultures revere her as the sun is necessary for their survival. Haijisa is friendly and caring to the living, but detests undead.
Dogma
Clergy and Temples
Time Of Change
HEIMEUS God of the Sky
The ruler of the sky above land, Heimeus (HI-me-us) shares the air with his twin Omethis. He is a righteous and freedom-loving god that appears as a Raptoran with white wings, wearing light blue scale armor and carrying a javelin.
Dogma
Clergy and Temples
Time Of Change
HOLONTIER God of Wanderlust
Filled with longing and a never-ending sense to keep moving, Holontier (holl-ON-teer) is the god of nomads and patron to nomadic peoples. He typically appears as a Goliath dressed in travelers garb, carrying a lute and a spear.
Clergy and Temples
Time Of Change
INUNALLAH God of Floods
The god of flooding and the disease it brings, Inunallah (in-un-AHL-ah) is a merciless god. He usually appears as a Taman with frog-like features, dressed in rotting dark blue robes.
Clergy and Temples
Time Of Change
IOMILIA Goddess of Beauty
The goddess of artists and models, Iomilia (EE-oh-MIL-ee-ah) nurtures love through beauty. She typically appears as a spellscale of unsurpassed beauty with pink flecks on her scales, wearing an ornate peach dress and wide-brimmed hat.
Clergy and Temples
Time Of Change
KAZT Ruler of Anarchy, Master of Chaos
Unpredictable as a spark on the wind, Kazt (kazt) is chaos incarnate. If he had his way, all civilization would be destroyed and people left to live open in the world, dependent only on themselves. Kazt typically appears as a large Ogre with bright red eyes, wearing orange leather armor and carrying a well-used handaxe.
Clergy and Temples
Time Of Change
KOLINBAR God of Stone
Nurbias's prodigy, Kolinbar (koe-LIN-bar), the God of Stone, usually appears as a Stone Giant wielding a heavy pick made of stone and wearing dark brown leathers. He is a humorless deity with emotions that match the stone he works with.
Dogma
Clergy and Temples
Time Of Change
KUPRIA Goddess of Rain
The goddess of farmers and gardeners, Kupria (KOO-pree-ah) is the spirit of the soothing spring rain. She often appears as a small animal with blue eyes, but occasionally appears as a pixie dressed in blue water.
Clergy and Temples
Time Of Change
LAMTORAK God of Fury
The god of wrath and hatred, Lamtorak(LAM-tor-ak) is furious and unpredictable. He typically appears as a minotaur with orange-red fur and his recognized tribal markings along his horns.
Clergy and Temples
Time Of Change
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LEDORIAN God of Nightmares
Sometimes referred to as the bogeyman, Ledorian (led-DORE-ee-an) is the god of nightmares and madness. He revels in fear and the deterioration of the mind. When visible, Ledorian appears as an ogre mage dressed all in black with his face painted white except for his putrid green eyes.
Clergy and Temples
Time Of Change
MALGONDIS God of Shadow
Lord of darkness and secrets, Malgondis (mal-GONE-dis) is a whisper on the wind or a black spot in a shadow. When he chooses to appear, it is always in darkness and he is a Skulk wearing a black body suit, black cloak, and ornate faceless mask.
Clergy and Temples
Time Of Change
MERRAN God of Art
The god of all forms of fine art, Merran (mer-AHN) is fanciful and opinionated. He usually appears as a gnome dressed in red and violet finery, wearing a monocle on his left eye.
Clergy and Temples
Time Of Change
NORRAL God of Travel
The god of the safe journey, Norral (nor-AL) is revered by caravan masters. Those in his good graces can make excellent travel time and move about safely. Luckily, Norral generally like travelers. He usually appears as an elderly Lupin in travelers clothes, relying heavily on an ivory walking stick.
Clergy and Temples
Time Of Change
OMETHIS God of Storms, Thunder Lord
The ruler of the sky above sea, Omethis (oh-METH-is) shares the air with his twin Heimeus. He is a moody and sadistic god that appears as a Raptoran with dark gray wings, wearing pale yellow scale armor and carrying a spear.
Clergy and Temples
Time Of Change
OPHERUS God of the Seas
The oceans are the domain of Opherus (OH-fur-us), god of the waves. He is a fickle god that likes to challenge his followers. He typically appears as an Ocean Giant in glimmering gold scale armor, wearing a crown of coral and wielding a scimitar that seems forged of the very ocean itself.
Clergy and Temples
Time Of Change
PARIONTOR God of Atonement
The god of forgiveness and penance, Pariontor (pare-ee-ON-tor) embraces those who have lost their way and seek to regain their footing. Be they good or evil, those seeking to make up for an act are likely to call upon him. Other gods who are failed by mortals will often call on Pariontor to enforce penance. He usually appears as a Tiefling with red skin and black goat horns dressed in white chain. His eyes always show deep compassion and concern.
Clergy and Temples
Time Of Change
PHERON God of Light
The god of all light and its effects, Pheron (FARE-on) controls the dim twinkle as much as the brilliant glow. He is a personable and jolly god that usually appears as a Musgraf in a white suit with the glimmer of stars in his eyes.
Clergy and Temples
Time Of Change
QOLGORITAL Great Old Eye
Worshiped almost exclusively by Beholders, Qolgorital (kall-GORE-it-tall) is the embodiment of malice with magical backing. The Great Old Eye appears as a bloated putrid green beholder with yellowed eyes and teeth.
Clergy and Temples
Time Of Change
REDOMEL God of Bounty
The god of abundance, Redomel (reh-DOM-ell) is happy to make people fat. He enjoys the fresh harvest and the scent of a kitchen. Redomel appears as a rotund Halfling with wheat colored hair, usually carrying a bushel of green apples.
Clergy and Temples
Time Of Change
RUMINIS God of Sacrifice
The god of self-sacrifice, Ruminis (roo-MIN-iss) is the champion of martyrs and protector of the weak. He often appears as a Mirbold in an ornate breast plate and with a shield that is his symbol.
Clergy and Temples
Time Of Change
SANGIBAN God of Justice
The god of truth, Sangiban (SANG-ih-bahn) strives for fair trials and the elimination of the corrupt. When the worst injustices take place, Sangiban may show up as an Elf with golden eyes and hair, in black plate, carrying the shield that is his symbol.
Clergy and Temples
Time Of Change
STALNOR God of Courage
The god of bravery, Stalnor (STAHL-nohr) leads by his fearless example. He usually appears as a broad-shouldered catfolk with lion-like appearance, wearing gleaming red armor and wielding an ornate longsword.
Clergy and Temples
Time Of Change
TALWERIAN God of the Wild
The Beast Lord, Talwerian (tahl-WARE-ee-an) takes on the creepy and deadly aspects of nature. He usually appears as a lizard folk covered in ooze and accompanied by a swarm of vermin.
Clergy and Temples
Time Of Change
TOLONDAR Fisher King
With the power of a blue whale and the energy of a hooked marlin, Tolondar (tolh-ON-dar) is the god of sea creatures. Protective but realistic, he recognizes the need for food that his charges fill. At the same time, Tolondar watches for cruelty or over hunting of his creatures. He usually appears as an Aventi wearing sharkskin armor, wielding a trident, and riding on the back of a great white.
Clergy and Temples
Time Of Change
URDAK God of Strength
The god of armies and warriors, Urdak (urh-DAK) is all about military might. He usually appears on the field of battle as a hobgoblin in plate armor riding a dark brown charger. On his shield is a depiction of the iron oak tree that is his symbol. Usually he is accompanied by his own army of dedicated petitioners.
Dogma
Clergy and Temples
Time Of Change
VICTOTHUS Goddess of Righteousness
As the god of zealotry, Victothus (vick-TOE-this) is somewhat of a mercenary that fights for any good cause if given enough of a reason. It is important to her that she can fight passionately, whatever the cause. Victothus appears as a Centaur with red and brown leather armor wielding two battleaxes.
Clergy and Temples
Time Of Change
VORMALIS God of the Hunt
The god of the watch and the hunt, Vormalis (vohr-MAL-iss) holds tracking and scouting in high esteem. To him, it isn't the kill that matters, it is the patience and stalking, closing in and striking when the time is right. Vormalis normally appears as a Forest Giant with green and black leathers using arrows with green and black fletchings that are razor sharp.
Clergy and Temples
Time Of Change
WHENASTIL God of Imprisonment
The creator of fate, Whenastil (wen-a-STILL) takes joy in imprisonment and slavery. He usually appears as whatever race he is appearing to, but always wears white robes with chains wrapped around him.
Clergy and Temples
Time Of Change
XILMOR God of Bloodshed
Xilmor (ZILL-more), god of slaughter, delights in killing and bloodshed. Particularly, it seams, he enjoys the slaughter among Elves, though this may be due to his Orc heritage. Xilmor always appears as an Orc in bloody armor with numerous battle scars, including a missing eye. Everywhere he stands or steps, he leaves bloody boot prints.
Clergy and Temples
Time Of Change
XOLPHIRIS God of Depths
The god of the cold, dark ocean depths, Xolphiris (zohl-FEER-iss) is malicious and moody. He usually appears as an aboleth with extra long tentacles and patches of dark blue scales. On land he is forced to instead take on the appearance of a sea kin with dark blue hide and eyes as deep as the sea.
Clergy and Temples
Time Of Change
YILLIK God of Perversion
The God of Perversion, Yillik (YIHL-ik) is demented and sadistic, gaining pleasure from the torturing of others and the slow cutting of the flesh. He appears as a warped Zern wearing a bloody apron and gloves.
Clergy and Temples
Time Of Change
YIXIMA Goddess of Knowledge, The Lore Incarnate
The Lore Incarnate, Yixima (YIKS-ih-mah), is a patient and professor-like goddess. She appears as an illumian woman of small stature, wearing white robes and glasses, and carrying a satchel filled with books. Around her head are the power sigils "Uur" (grace) and "Naen" (mind).
Clergy and Temples
Time Of Change
ZIRDANAT God of the Moon, The Night Watchman
The Night Watchman, Zirdanat (ZEER-din-at) is rumored to be the son of Pheron and Malgondis. He is a shrewd and vigilant god known to stir passions among those who worship or see him. When he appears, he is a lupin with flaxen fur and pale green eyes dressed in black leathers.
Clergy and Temples
Time Of Change
ZOLFRIN Goddess of Trickery
Zolfrin (ZOHL-frin) is a friendly, though sometimes irritating, goddess that loves to pull pranks. When she appears, she is a halfling wearing light blue wrappings carrying a wand with an arrow head on the tip.
Dogma
Clergy and Temples
Time Of Change
REMAINING DEITIES Not caring much for civilization, Balm didn't go out of his way to get new followers. Still, he accepted any from Exolindius, Heimeus, Inunallah, Kupria, Kolinbar, Omethis, Opherus, or Xolphiris that asked for his aid. Dirj is a caring god and actively had his followers offer aid to any elf in need, or any follower of Faiisbar, Haijisa, Pheron, Redomel, Talwerian, or Tolondar. Through this, many common-folk have converted to workshiping Dirj. The Brothers and Sisters of Freedom were dispatched by Jahnian the first moment possible after the loss of the other gods. His followers helped to protect any church that need it, with particular interest in the followers of Demos, Holontier, Norral, and Pariontor. Jilis found herself preoccupied by the new gods and was taken aback by the intensity of the backlash against the clerics of the former gods of good. Her help was too slow for the clergy of Femola and Cilinda, and those of Ruminis were too stubborn and ready to sacrifice their lives. The churches of Sangiban and Victothus were too absorbed in self-pity to accept aid, but the paladins of Stalnor gladly took her help. With magic already in chaos, and Yixima having been destroyed, Morn found herself hesitant to get involved in the mortal upheavals with her already small group of followers. She worked silently through dreams and pulled the remaining followers of Chihare, Ledorian, Yixima, and Zolfrin to her. The church of Nar-Ikvar has always been powerful and busy. While he didn't try to aid the churches of Anadil, Avalon, or Gil, Nar-Ikvar worked to fill the gap left by their collapses. With the undead plague, his followers took clear leadership in the fight against the menace. The followers of Merran, Egrolius, and Iomilia got immediate and unexpected support from the church of Nurbias. Most of the time the fact that the support came from Nurbias was hidden and it took a long time for many of those followers to actually convert. With the upheaval, Sazia made out well. Followers from Benesius, Canluth, Desela, Dahjihai, Erimeth, Gorhal, Malgondis, Qolgorital, Whenastil, Xilmor, and Zirdanat all proved easy converts. She even sent out demons and devils to establish pacts with the followers of the good gods that had lost their way. Not interested in the politics, but disturbed by the poorly orchestrated warring, Wick started to get directly involved. He not only sent his church to aid and recruit from the followers of Dizga, Kazt, Lamtorak, Vormalis, and Urdak, but he spent a great deal of time marching in the world himself. It was during the celebration for the rise of a new honorable king in a small northern kingdom that the first followers of Ahma-Buddha came to be. The champions of Iomillia and Demos were the most powerful of the early converts. As wars continued and parties took place before and after the fights, the new god found ample opportunity to spread the word and to offer people the chance to win his favor. Yatta yatta yatta... Borlandir ...something something someting. Worship of Illaron was slow to take hold. During times of great strife the populous has more wories than personal expression. However, his teachings took hold among the young, and as generations grew up and bore more young, his influence spread. After decades, his church had a strong foothold, particularly in dense population areas. During a great battle the flying ship that is central to Jak's church was seen for the first time, floating over head. The armies stopped and stared, as a single gold coin fell from the sky. A soldier from one side picked it up and the army from the other side suddenly turned into rabbits and hens. It was from that winning army that Jak's first followers came. As the story spread, so did his influence. Combined with a ready supply of gamblers, the church grew and prospered. Jaringan replaced Haijisa as the god of the sun, and did so with great furvor and more power. The delay between his rise and her fall, however, was long enough for great distruction to take place and a horde of undead to amass. Such was the conditions, that the peoples' acceptance of his glory was swift and his church rose to power quickly. |
The Time of Change saw the rise and fall of many major organizations. This section describes the most important ones and their impact on the world. The MagecraftersThe world-wide corporation of the Magecrafters has maintained a stranglehold on magical item creation, trading, and sales for many a century. They have a fairly nepotistic hiring tendency and recruit students for their Magecrafter University when they are in their early teens. Once a student enrolls in the university, they are a Magecrafter for life. The corporation has maintained strict contracts with very talented assassins to see that that is the case. The university itself was in the city of Elderstone on the southern tip of the Magic Mountains. Their world headquarters lies in the city of Fohkal on the eastern shore of the Eastern Straight. The other facility of importance was at an undisclosed location, which was under the city of Og and protected through pacts with the ogre titan, Ashon. When the magic cornerstone of the prime material plane was destroyed, magic went away. This meant all the Magecrafters' items lost their magic, all their stores lost communication and travel capability (which was through magic items), and their main facilities lost their magical protections. They lost their inventory, their power, and their protection. And then their vault under Og was raided by a powerful group of rogues and assassins, led by a ferocious front line of mercenaries. The artifacts held there were stolen, eliminating any potential of the Magecrafters recovering. In the 250 years since the fall of the Magecrafters, most of their secrets have been lost. The knowledge of creating magic items has been spread, though only a few families maintain the actual skills of the original group. The Eldritch OrderAt the start of the Time of Change, an order of arcane caster rose up. Sponsored by the 17 greatest casters in the world, it grew very fast and very powerful. They recruited in nearly every city and amassed a membership in the thousands. As a learning institution and advisory group they were unmatched. On the day the magic cornerstone was destroyed separate meetings had been called for by each of the 17 towers, in secret. This resulted in nearly all of the membership being present in the tower at the time magic disappeared. At that moment, traps were sprung and an assault was initiated. With no escape, and all magical protections down, the members of the Eldritch Order were slaughtered. The loss of so many arcane casters rocked nations around the world. The dependency on magic was so high, that its loss was devastating. Cities were left without magical protections and warning systems. Armies were left without fast communications or firepower support. This is without even thinking about the vast amount of knowledge that had been snuffed out. Combined with the loss of divine magic that followed, the Time of Change left the world in a dark age. The Brass MercenariesThe Brass Mercenaries are a world-wide legion of adventurers, led by the immortal Mira-Dani. The legion was founded at the beginning of the Time of Change as an organization to support adventurers by offering training, brotherhood, equipment, housing, and work. Many major cities in the world are home to a Brass Barracks where members can find these things. Shortly after the fall of magic, the Brass Mercenaries undertook a number of dangerous jobs which proved fatal to a lot of members. By the time the gods vanished, morale was low and the organization had lost over half its number from deaths, and many more from desertion. That was when Mira-Dani took control as Supreme Commander and reinvigorated the group. Since then, the Brass Mercenaries have grown in size and status, fighting in many of the national conflicts that have risen due to the failures of the churches. The Sapphire KnightsOriginally intended to be the most powerful knighthood in the world, the Sapphire Knights maintain strict codes of conduct and a military hierarchy. It was founded at the start of the Time of Change with a substantial financial backing from unknown sources. It accepted anyone, as long as they were willing to follow the rules, and became a collection of troops with some troops tending toward good and honor, and others demonstrating merciless slaughter. A civil war erupted in the Sapphire Knights shortly before the gods disappeared. Good knights fought against evil knights and thousands were killed before the leaders of the strife accepted defeat and were then killed. Fragments of the Sapphire Knights continue to remain, holding outposts or acting as guard for churches or nobles. They are no longer centralized and each troop often has its own heraldry worked into the main symbol of the knighthood. The Shades EliteAmong the underbelly of society, the Shades Elite are talked about with reverence. Formed near the beginning of the Time of Change, the group is a world-wide crime syndicate, involved with every type of crime imaginable. During the fall of magic, it is said that the Shades Elite were responsible for destroying the Magecrafters. They are also credited with every high profile assassination in the last 250 years. Their leader is said to be the immortal Tepilmurae, a doppelganger who is impossible to track and who wields at least two artifacts. Though cells are occasionally routed out by authorities, no real progress has been made by nations trying to eliminate the group. To its members, the Shades Elite offers alibis, escapes, training, support, contacts, fencing, backup, and opportunities not available elsewhere. |
During the Time of Change, most of the planes of existence were sealed off from the world through manipulation of Planar Cornerstones. While not directly affecting most people, there were several important effects on Portrandi. First, since the beginning of time there have been planar gateway affects that arrive on Change Day each year. This had become an annual holiday for many nations, with prayers to get good energies or to remove bad energies. With the planes sealed off, these areas of planar energies stopped happening. Change Day became a thing of the past. Less noticeable to the main populace, but still vitally important, was that planar travel was one way. This meant that powerful adventurers that might have been able to help during the chaos after the gods went away, often found themselves trapped on another plane, unable to go back to the prime material. This also meant that elementals and planar enties couldn't be summoned. Many conveniences relied on elementals. Over the course of the few years following the day the gods disappeared, followers of Balm returned the cornerstones of the inner planes, reopening them. Other planes also were reopened, usually led by followers of one of the gods, and after nearly 200 years, all of the planes have been reopened. |
One of the critical points of the Time of Change was the destruction of the Material Planar Cornerstone of Magic. This resulted in the disenchanting of magic items and severe limitations on persistent magics, including those used to create undead and golems. A new stone was created, but it took time for that stone to gain enough power for people to even begin noticing. Over the past 250 years, magic has regained most of its power, though longer magic spells sometimes act uncontrollably. During the creation of a magic item adverse affects can usually be avoided, but when casting normal spells it takes a powerful caster to ensure that a long spell will last its full duration and not harm those it was intended to benefit. Shortly after the disappearance of the gods, the church of Sazia began distributing magical items apparently created by their goddess. This gave her church great advantage in the ensuing chaos. This began to be countered by the church of Jilis producing their own magical items. This magical item war was the beginning of the resurgence of magical crafting. Since then, small mageware shops have been established in most major cities, offering item bartering or creation. |
Part way through the Time of Change, five powerful creatures became known to the world. These immortals wielded great power, rivaling the titans. Each of them has had a unique impact on Portrandi. The yuan-ti Mira-Dani took control of the Brass Mercenaries as Supreme Commander. Though unpredictable and violent, she has led the legion to growth and many victories. One known as Tepilmurae, said to be a doppelganger, is leading they crime syndicate called The Shades Elite. His influence appears to extend everywhere, but it doesn't seem that he's interested in conquering nations. Wenlakhulan, the immortal beholder, has been the bane of many adventurers. He has taken control over the city Hive and commands his beholder minions to perform raids on the countryside. The illithid Cerephorian is known to have allied with the underworld titan Iorhurst and rules over the city Illith. His minions prowl the underworld and occassionally make surface raids to get slaves. The Transterrogators of Yillik found a savior in the immortal zern Riz when their god went away. He has faught back the killoren and refounded the city of Transia in the Dark Forest. |
The city of Aasim, a glorious place of gold an ivory, was home to the aasimars. During the Great Crusade, the city populace changed and diversified to all sorts of good-natured people. The royal house was still aasimar. The city of Aerion, a castle and several keeps on top of the largest of solid clouds, is home to the cloud giants. They have an alliance with the silver dragons who live inside the cloud. The city of Amethyst, a series of gem-encrusted caverns in the underworld, is home to the amethyst dragons. They maintain a blood-feud with the sapphire dragons on the other side of the world. The city of Apex, a sprawling stone city at the top of the lost mountains, is home to the mountain giants. They were briefly involved in a fight against the gnolls, but returned to their city for solitude. The city of Arcanis, a magical city that hid itself at the top of the Adaman Mountains, is home to the eldritch giants. The city of Asherat, a sandstone marvel below the center of the largest desert, is home to the asheratis. The city of Aven, with buildings of pearl and located just off the continental shelf in the Extulic Ocean, was home to the aventi. It was destroyed when an earthquake broke the continental shelf, which also caused a huge tsunami. The city of Bhuk, an adobe complex along all sides of a desert mountain, is home to the bhukas. The city of Black, a twisted cave complex in the poison swamp, is home to the black dragons. The city of Blue, a cave complex beneath the northern desert, was home to the blue dragons. This city was destroyed during the hight of the Dragon War. The city of Boletia, made of blue marble and located at the deepest part of the deepest ocean, is home to the aboleths. The city of Boulder, built into the sides of a massive cavern under the burning mountains, was home to the stonechildren. During the aftermath of the Great Crusade, the illithids infiltrated the city and took control of it. They enslaved many of the stonechildren and stole the city of Boulder. The city of Brass, a gigantic fortress with brass-colored marble located in the southern desert, was home to the brass dragons. This city was destroyed during the hight of the Dragon War. The city of Bronze, a massive cave complex in hills overlooking the Planethic Ocean, is home to the Bronze Dragons. The city of Buhg, a fortress built in the Central Mountains, was home to the bugbears. The city of Centrus, a natural formation of trees and streams in the Verdant Forest, was home to the centaurs. It was destroyed by green dragons during the Dragon War. The city of Copper, the largest dungeon in the world, placed in the Dragon Hills, is home to the copper dragons. The city of Crystal, an ice castle and surrounding city on the peak of the largest arctic mountain, was home to the crystal dragons. The city of Darfell, a coastal city of bamboo, was home to the darfellans. The city was destroyed when a strange plague struck the waters around the city and the lands took to sickness. The darfellans fled in search of food. The city of Doppel, a magical place of varying form located on lush plains, was home to the doppelgangers. It was conquered during the Great Crusade and became a diverse city, ruled over by a royal family of aasimars. The city of Durm, a cave complex built along the side of the great glacier mountain, is home to the dirmu. The city of Dwar, a marvelous stone complex under the Iron Mountains, is home to the dwarves. The city of Eli, a nest of trees and nature, is home to the elves. The city of Emerald, a bowl-shaped city built into the cone of the largest dormant volcano, is home to the emerald dragons. The city of Et, a fortified wooden marvel in the Frozen Hills, was home to the ettins. During a mighty avalanche, the city was destroyed. The city of Falspir, a spiraling tower city at the top of the Blue Mountains, is home to the raptorians. The city of Fauna, a natural city in the White Forest, was home to the satyrs. It was destroyed by Green armies during the Dragon War, in their attempt to conquer more lands. The city of Fenin, a silken tent city on the tropic plains, is home to the Catfolk. The city of Fir, a castle and city nestled in the Burning Hills, was home to the firbolg. The city was destroyed by the mirbold and a titan during the Burning Hills War. The city of Fomoria, a cave complex in the western underworld, was home to the fomorians. A mysterious plague led to the giants abandoning their city. Years later, the city was retaken by the underfolk. The city of Gno, a fortified wooden city in the Lost Foothills, was home to the gnolls. The city was open to all sorts of scum. During the Lost Mountains Massacre, the city was conquered by a powerful pirate band and a platoon of mountain giants. The city of Gob, a complex jungle dungeon, was home to the goblins. Over the centuries, hobgoblins muscled their way into controlling the city. The city of Gold, a castle and surrounding city in the eastern foothills, is home to the gold dragons. The city of Green, a moss covered cave series under the great forest, was home to the green dragons. This city was destroyed during the hight of the Dragon War. The city of Hadoz, a floating city in the Planethic Ocean, was home to the hadozee. When a titan showed up one day and was denied entrance due to his size and fear he would sink the city, the titan raged on the city, sinking it. The city of Hafle, a hillside city in the Rolling Fields, was home to the halflings. During the First Ogre War, the city was abandoned as the populace was scattered. Eventually, it was taken over by monsters. The city of Hive, with dozens of exits throughout the base of a mighty mountain, is home to the beholders. The city of Hob, a fortified jungle complex, is home to the hobgoblins. The city of Home, a cave city deep in the underworld, is home to the underfolk. The city of Illith, a living city of tentacles in the Broken Waste, was home to the illithids. During the Great Crusade, they city was razed completely. The city of Illum, a massive library colony on the eastern coast, was home to the illumians. During the Illumian Civil War, the city was burned to the ground by the magical fighting. The city of Killoria, a natural city in the dark forest, was home to the killoren. During the Bleeding Tree War, the city was lost to zern armies. The zerns warped and polluted the city's natural beauty and then went into hiding, leaving their abominations and experiments to lord over the city's remains. The city of Kob, a complex series of caves in the Iron Mountains, is home to the kobalds. The city of Kreen, built of tunnels under the Southern Desert, was home to the thri-kreen. It was destroyed during the Purple Worm Invasion. The city of Logos, a wooden city in the middle of the elm forest, is home to the forest giants. The city of Lupa, a wooden city at the edge of the Verdant Forest, was home to the lupins. In an attempt to destroy an infestation of werewolves that had taken over the city, the lupins razed it. The city of Metea, a carved stone city deep in the heart of the Eastern Mountains, Is home to the stone giants. The city of Minos, an underground labyrinth, is home to the minotaurs. The city of Mir, a fortified stone city in the Burning Hills, was home to the mirbolds. At the end of the Burning Hills War, the city was destroyed by the same titan that helped the mirbold destroy Fir. The city of Mir-Anik, a massive hive inside a solid cloud, is home to the tik-ani. The city of Mith, a shelf city in the Blue Mountains, was home to the goliaths. After the Great Crusade, black dragons retaliated against the goliaths for their role in the crusade, destroying Mith. The city of Monashin, a one-building city atop Frozen Mountain cliffs, was home to the widdershin. At the start of the Dragon War, a group of vengeful halflings lead a flight of white dragons against the city, destroying it. The city of Mortentia, a huge city of obsidian in the Broken Waste, was home to the death giants. It was captured during the Great Crusade and passed to the hands of a titan. The city of Musgil, a magical city with floating buildings at the equatorial/meridian mark, is home to the musgraves. The city of Mycon, a simple huge cavern deep under the Inland Ocean, is home to the Myconid. The city of Nosep, a magical city on a peninsula where the Extulic Ocean and Rollonic Ocean meet, is home to the spellscales. The city of Oasis, a gigantic sandstone keep in the Great Desert, is home to the sand giants. The city of Oceanus, a city built on the Great Reef, was home to the ocean giants. Over decades, feuds led to most families moving out of the city and building their own undersea mansions. This left the city undefended when the Kraken attacked, and the city was destroyed. The city of Og, a fortified brick city in the Rolling Fields, is home to the ogres. During the Second Ogre War, the city was captured by the mysterious new ogre magi and an ogre titan. The city of Orcus, a clay city at the surface of the underworld, is home to the orcs. The city of Picade, made of coral and close to the surface of the Rollonic Ocean, is home to the taman. The city of Pix, a natural city grown into the thick western section of the Verdant Forest, is home to the pixies. The city of Polaris, a ice castle at the north pole, is home to the frost giants. The city of Red, a red-stone gigantic castle surrounded by volcanic rivers, was home to the red dragons. The city was destroyed during the Dragon War by a united force of gold dragons and emerald dragons. The city of Rolakis, a stone city in the foothills of the Iron Mountains, was home to the hill giants. Fights between hill giant clans led to the destruction of the city. The city of Sapphire, a vertical series of caverns on the opposite side of the world from Amethyst, is home to the sapphire dragons. The city of Sekon, a sprawling tent city in the Great Desert, was home to the sun giants. It was mysteriously struck by a year-long arctic blizzard with constant snow fall and hurricane force winds. The sun giants fled the area and the city was erased by the storm. The city of Sestra, a massive city on the floor of Inland Ocean, was home to the storm giants. Two factions of storm giants developed over the centuries, ones who like their ocean home, and others who wanted to rule over land. A civil war fueled by mighty storm giant wizards led to the destruction of Sestra and the shattering of much of the sea bed. The city of Sharak, a clay city built into the side of the Abyssal Trench, was home to the sharakim. It was conquered during the Great Crusade, looted, and abandoned. Over years it became a monster haven. The city of Siljin, a smooth city with rounded buildings and pathways in the tropic marsh, was home to the yuan-ti. During the Dragon War, the yuan-ti were mistaken for dragon-kin and Siljin was sacked. The snake people retreated below the ruins and rebuilt their city below the surface. The city of Silver, an enormous cavern structure in the largest of solid clouds, is home to the silver dragons. The city of Spira, a wondrous place with iron and crystal towers, was home to the gnomes. It was severely damaged by the tsunami that occurred when Aven was destroyed. Later, fearing encroaching armies and wars throughout the world, the gnomes experimented with a weapon of unseen power. It detonated in the last days of their work, resulting in the complete destruction of Spira and contamination of the surrounding area. The city of Tide, a cliff-side partially submerged city on the Lific Sea, is home to the sea kin. The city of Tief, built of volcanic rock and at the base of the Abyssal Trench, was home to the tieflings. During the Great Crusade the city was captured, looted, and abandoned. At the start of the Avatar Wars, fiends claimed the city as theirs. The city of Togrim, a blue city on the Golden Fields, was home to the skulks. It was destroyed by Silver armies during the Dragon War. The city of Topaz, a massive cave complex built into the wall of a deep ocean trench, is home to the topaz dragons. The city of Transia, a continually morphing city of living matter in the Dark Forest, was home to the zerns. It was destroyed by killoren armies during the Bleeding Tree War. The city of Triliak, a mixed cave and stone building city in the White Mountains, was home to the trolls. During the Northern Ice War, the frost giants destroyed the city. The city of Trog, feeling like a sewer complex under the great delta, was home to the troglodytes. The elemental Tempest appeared over Trog, destroying the unprotected city. The city of Uld, an ice hive built into the glacial ice of the south pole, was home to the uldra. The elemental Tempest shattered the glacial ice, collapsing and burying the city. The city of Vilek, a raised city in the Ghost Swamp, is home to the lizardfolk. The city of Vulash, a castle and fortified city in the Volcanic Wastes, is home to the fire giants. The city of White, a wide carved cavern on the west side of the Great Glacier, is home to the white dragons. |